P3CFE Posted July 20, 2016 Posted July 20, 2016 Just a question about the presentation of the Ring vortex in DCS. With Mi8 in hover with load descending with 200 ft/min it went into vortex ring state on its own. This makes flying a helicopter far more risky than I thought. I would not want to get in such a heli in real life...much to dangerous !! I also think the helicopter would not be certified for flight because of being to unstable and unreliable. The huey is more forgiving but here also I got my doubts about the onset parameters of vortex. Is it really this critical in real life ? Does somebody really know ?
Cibit Posted July 20, 2016 Posted July 20, 2016 The Mi-8 has had lots of input from real life mi-8 pilots. They all believe it is realistically moddeled i5 8600k@5.2Ghz, Asus Prime A Z370, 32Gb DDR4 3000, GTX1080 SC, Oculus Rift CV1, Modded TM Warthog Modded X52 Collective, Jetseat, W10 Pro 64 [sIGPIC][/sIGPIC] Adding JTAC Guide //My Vid's//229th AHB
Art-J Posted July 20, 2016 Posted July 20, 2016 Was it really correctly indicated descent rate in fpm? I don't use cockpit mods, staying with default instruments and metric units. In real Mi-8, You're not supposed to descent in hover faster than 3 m/s, with collective lower than 3 degrees. It's been always working perfectly in DCS Hip. I haven't flown the thing much in 1.5.4, because of trim bug. During a flight or two, the FM didn't seem to have changed, though. 200 fpm is about 1 m/s, so You should be more than enough on the safe side. i7 9700K @ stock speed, single GTX1070, 32 gigs of RAM, TH Warthog, MFG Crosswind, Win10.
AG-51_Razor Posted July 20, 2016 Posted July 20, 2016 (edited) I had a very hard time getting used to the Vortex Ring State (Settling With Power) as it is modeled by Belsimtek for the Mi-8. But that was before I was made aware of the fact that the vertical speed indicator is in Meters/Second!! Not Feet/Minute. That makes for a huge difference. Additionally, as long as you are not below ETL (effective translational lift) speed, it is pretty benign. So, although I still feel like the modeling of it is a bit arbitrary, it is still pretty well done for a desktop simulator. The best advice I can give you is to keep one eye on the vertical speed indicator and the other one on your airspeed indicator. When you go through ETL, the a/c with rumble and shake, and if you have a vertical speed of less than 3.00m/s - correcting to zero - then you will not have a problem with the vortex ring state. I have found that, due to the lack of depth perception in a 2D monitor, it is very difficult to determine your height above an object or the ground even, so the most common error made during approaches is to overshoot your target, and end up at a hover well out of ground effect above or beyond your point of intended landing. The hardest thing for me to do is to try to stay in the hover and descend to a landing from a 100 meters or so. It would be better to go around and descend during the turn.:thumbup: It's not exactly right in my opinion, but it is by far the best you'll ever encounter outside of a professional Level D simulator!! :thumbup: Edited July 20, 2016 by PilotMi8 [sIGPIC][/sIGPIC]
Art-J Posted July 20, 2016 Posted July 20, 2016 and if you have a vertical speed of less than 300m/s - correcting to zero - then you will not have a problem with the vortex ring state. Hmmm.... 300 m/s is about the speed of an average handgun bullet innit :D ? He might not exactly avoid problems with VRS at this speed, but it's certainly good figure to keep the chopper from going supersonic and breaking-up to pieces ;) :D. i7 9700K @ stock speed, single GTX1070, 32 gigs of RAM, TH Warthog, MFG Crosswind, Win10.
AG-51_Razor Posted July 20, 2016 Posted July 20, 2016 DOH :doh: What NeilWillis said! [sIGPIC][/sIGPIC]
P3CFE Posted July 20, 2016 Author Posted July 20, 2016 Oke thanks you all, that was a stupid mistake I made. I should have read 2 m/s, that is close to 400 ft/min, double of what I thought. Vortex makes sens again :) That makes me the part of the heli that is dangerous :(
Cibit Posted July 20, 2016 Posted July 20, 2016 Keep at it mate it will come good soon :) i5 8600k@5.2Ghz, Asus Prime A Z370, 32Gb DDR4 3000, GTX1080 SC, Oculus Rift CV1, Modded TM Warthog Modded X52 Collective, Jetseat, W10 Pro 64 [sIGPIC][/sIGPIC] Adding JTAC Guide //My Vid's//229th AHB
P3CFE Posted July 20, 2016 Author Posted July 20, 2016 Thanks Cibit, And I will...its a great module,...I will gladly spend time to tame this MI-8. Cheers
Flamin_Squirrel Posted July 20, 2016 Posted July 20, 2016 Fly your approaches shallow as if you were in a fixed wing aircraft, and aim to reduce your speed to 0 add you reach the ground. It should make things easier.
Hook47 Posted July 20, 2016 Posted July 20, 2016 Most of my time in a rotary wing is in a CH-47D Chinook, and VRS was a very real concern there. I've always felt DCS does an excellent job simulating these helicopter specific dynamics in ways other sims don't even come close. After flying under the Rift, I echo the above statement 10 fold. It is pretty much a 1 to 1 representation of real helo flying- actually puts some of the U.S. Army helo sims to shame!
Socket7 Posted July 20, 2016 Posted July 20, 2016 I love the way the MI-8 enters VRS. After many hours flying it you can actually feel it start to flounder and claw at the air right before it begins plummeting to the ground beyond the hope of any additional collective pulling you out of it. Aside from a lot of practice, the best way to avoid VRS is not descending while below ETL. Keep yourself moving forward and practice flaring to a stop and hover just above your landing spot rather than flying over, hovering, and descending. Practice makes perfect.
Deezle Posted July 20, 2016 Posted July 20, 2016 Yeah be aware, being a Russian aircraft, everything is metric. Try to use the Dopper hover indicator when possible over the VVI. One thing that's really helpful for staying out of VRS is SimShaker combined with a buttkicker or jetseat. Getting that's vibratory feedback is huge, can't fly without it anymore. Intel 9600K@4.7GHz, Asus Z390, 64GB DDR4, EVGA RTX 3070, Custom Water Cooling, 970 EVO 1TB NVMe 34" UltraWide 3440x1440 Curved Monitor, 21" Touch Screen MFD monitor, TIR5 My Pit Build, Moza AB9 FFB w/WH Grip, TMWH Throttle, MFG Crosswinds W/Combat Pedals/Damper, Custom A-10C panels, Custom Helo Collective, SimShaker with Transducer
Vitormouraa Posted July 21, 2016 Posted July 21, 2016 (edited) The Mi-8 has had lots of input from real life mi-8 pilots. They all believe it is realistically moddeled It really is. Reading this from DCS website, you can easily see many and many of the RL features are simulated. Flight Model Helicopter velocity is determined using complete equations that calculate the forces and moments not only at the fuselage center of gravity (CG), but also acting on the turning rotors, which include the flapping motions of the rotor blades. This makes it possible to model all of the dynamic effects specific to helicopter flight. The aerodynamic forces acting on the helicopter model are derived as a summation of the parameters of its individual elements: main and tail rotors, fuselage, vertical stabilizer, horizontal stabilizer, pylons, and undercarriage. Each of these elements is positioned and orientated individually within the airframe's local coordinate system and has its own aerodynamic characteristics. The aerodynamic characteristics of each model element are pre-calculated with special software using numerical methods. In determining the forces and moments acting on the main and tail rotors, the calculations include the axial and longitudinal components of airflow speed, blade pitch, rotor angular velocities, airflow parameters, and blade inertia characteristics. The aerodynamic forces acting on each model element are determined according to its pre-calculated characteristics in its own coordinate system. This includes local airflow velocity changes in the vicinity of the element as induced by other model elements. Each element has a damage/destruction capacity that affects the lifting and center of gravity calculations of the model. Damage can be affected either by aerodynamic force or by physical contact with the ground or other objects. Ground and object contact is modeled using a system of rigid body points. The detailed, real-time modeling of the dynamics involved with the main and tail rotors, fuselage, empennage, and other elements of the airframe produces flight characteristics that closely match those of the real helicopter and make it possible to naturally induce and closely model important flight conditions and effects like torque-induced yaw, translational lift, translating tendency, rotor overspeed and droop, retreating blade stall, autorotation, settling with power (vortex ring state), etc. The Mi-8MTV2 simulation was developed under the management of an experienced Mi-8 pilot and with reference to a wealth of aircraft documentation and further testing by pilots and other subject matter experts to ensure the accuracy of the model's performance. Edited July 21, 2016 by Vitormouraa SplashOneGaming Discord https://splashonegaming.com
Enduro14 Posted July 21, 2016 Posted July 21, 2016 Yeah be aware, being a Russian aircraft, everything is metric. Try to use the Dopper hover indicator when possible over the VVI. One thing that's really helpful for staying out of VRS is SimShaker combined with a buttkicker or jetseat. Getting that's vibratory feedback is huge, can't fly without it anymore. Fact! i cant fly without it either so much better flying helis with it Intel 8700k @5ghz, 32gb ram, 1080ti, Rift S
Cibit Posted July 21, 2016 Posted July 21, 2016 Agreed the Jetseat makes me go close to VRS just to get those vibes man:megalol: But it is true the extra sensory input really helps, can't wait till VR is more affordable:) There are some good tips in this thread to help lessen the learning curve http://forums.eagle.ru/showthread.php?t=155017 i5 8600k@5.2Ghz, Asus Prime A Z370, 32Gb DDR4 3000, GTX1080 SC, Oculus Rift CV1, Modded TM Warthog Modded X52 Collective, Jetseat, W10 Pro 64 [sIGPIC][/sIGPIC] Adding JTAC Guide //My Vid's//229th AHB
P3CFE Posted July 21, 2016 Author Posted July 21, 2016 Great..... Starting thist thread costs me... You made me buy the Jet seat :)
Cibit Posted July 22, 2016 Posted July 22, 2016 Well you won't regret it. But yeah this SIM business costs money:P i5 8600k@5.2Ghz, Asus Prime A Z370, 32Gb DDR4 3000, GTX1080 SC, Oculus Rift CV1, Modded TM Warthog Modded X52 Collective, Jetseat, W10 Pro 64 [sIGPIC][/sIGPIC] Adding JTAC Guide //My Vid's//229th AHB
Rogue Trooper Posted July 22, 2016 Posted July 22, 2016 (edited) Great..... Starting thist thread costs me... You made me buy the Jet seat :) You will love it, personally I crank up all the vibration settings but the vortex ring state is a real nice vibration and occurs quickly. Seat of pants flyiing?... almost! Edited July 22, 2016 by Rogue Trooper HP G2 Reverb (Needs upgrading), Windows 10 VR settings: IPD is 64.5mm, High image quality, G2 reset to 60Hz refresh rate. set to OpenXR, but Open XR tool kit disabled. DCS: Pixel Density 1.0, Forced IPD at 55 (perceived world size), DLSS setting is quality at 1.0. VR Driver system: I9-9900KS 5Ghz CPU. XI Hero motherboard and RTX 3090 graphics card, 64 gigs Ram, No OC... Everything needs upgrading in this system!. Vaicom user and what a superb freebie it is! Virpil Mongoose T50M3 base & Mongoose CM2 Grip (not set for dead stick), Virpil TCS collective with counterbalance kit (woof woof). Virpil Apache Grip (OMG). MFG pedals with damper upgrade. Total controls Apache MPDs set to virtual Reality height. Simshaker Jet Pro vibration seat.. Uses data from DCS not sound... goodbye VRS.
Rogue Trooper Posted July 22, 2016 Posted July 22, 2016 Agreed the Jetseat makes me go close to VRS just to get those vibes man:megalol: But it is true the extra sensory input really helps, can't wait till VR is more affordable:) There are some good tips in this thread to help lessen the learning curve http://forums.eagle.ru/showthread.php?t=155017 Better Rez and more peripheral vision for me... I can't wait.:D HP G2 Reverb (Needs upgrading), Windows 10 VR settings: IPD is 64.5mm, High image quality, G2 reset to 60Hz refresh rate. set to OpenXR, but Open XR tool kit disabled. DCS: Pixel Density 1.0, Forced IPD at 55 (perceived world size), DLSS setting is quality at 1.0. VR Driver system: I9-9900KS 5Ghz CPU. XI Hero motherboard and RTX 3090 graphics card, 64 gigs Ram, No OC... Everything needs upgrading in this system!. Vaicom user and what a superb freebie it is! Virpil Mongoose T50M3 base & Mongoose CM2 Grip (not set for dead stick), Virpil TCS collective with counterbalance kit (woof woof). Virpil Apache Grip (OMG). MFG pedals with damper upgrade. Total controls Apache MPDs set to virtual Reality height. Simshaker Jet Pro vibration seat.. Uses data from DCS not sound... goodbye VRS.
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